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Xcom 2 exalt mod
Xcom 2 exalt mod













xcom 2 exalt mod

Most work has been done the biology side using basic laser weapons for the past month and working out the air game.

xcom 2 exalt mod

Note however that this mod or major update is likely to come in late November, or potentially December depending on how my schedule works out or if I run into a major bug that takes time to solve, so don't expect anything immediate after you vote.Currently only 4 months in and only 10 or so names on the wall due to unfortunate hits (criticals) and being a cheap-ass on armor for fear of repairs, I haven't even unlocked the MECs suits. On the other hand, arguably I should just go with Raider Faction Bases update if I want to do this and then just make an EXALT raider faction. This will definitely take more time for me to get all the pieces available but the pieces like their cosmetics and voicesets are there for me to use.

xcom 2 exalt mod

Standalone mod against EXALT remnants? : I mean, there's nothing stopping me from making this a thing.I would need to accommodate for those using Rebellious MOCX, but it should be pretty doable to make a true MOCX-only mission type for this kind of update and it would fit in with the theme of having EU/EW callback mods by having the Covert Operation type involve human enemies. MOCX Initiative Update: this has enough work done on the backend that I'm sure I could do this.Plus, once this is done, adding support for future raider factions should be pretty easy afterwards. Raider Faction Bases update: this will take the longest (as I would need to do some structural updates to accomodate what I would need to do with this), but it would mean actual interactivity for these missions instead of it being all covert actions.Standalone mod against ADVENT: this would be the "simplest" since I wouldn't need to really rework how the game generates missions beyond coming up with a new basic mission type, meaning I would just need to focus on the actual "making the Covert Operative" part work.I'm making this a poll since I got several ideas as to how to *use* this idea, but I wish to leave that up to you: Could probably add some additional details to it like customizing the covert operative's skillset depending on their class or primary weapon. I believe I can replicate the structure of EU/EW's covert operations using WotC's Covert Actions system: send a single operative of your choice to a location, then at the end of their mission, send a squad to retrieve them while completing a specified goal in the mission.

xcom 2 exalt mod

So I had a idea struck me while I was working on a college assignment and after seeing the Gene Mods mod go live on the Steam Workshop, and I think I've worked out a rough design of what I would need to do for it.















Xcom 2 exalt mod